Ambush Drake Medium Dragon, unaligned 1/2 100 xp

Skills: Perception +4, Stealth +4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: understands Draconic but can't speak

Challenge: 1/2 (100 xp)

Pack Tactics.The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.Surprise Attack.If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.,,

Azbara Jos Medium Humanoid, lawful evil 4 1 xp

Save Throws: Int +5, Wis +3

Skills: Arcana +5, Deception +2, Insight +3, Stealth +5

Senses: passive Perception 11

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 4 (1 xp)

Special Equipment.Azbara has two scrolls of mage armor.Potent Cantrips.When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.Sculpt Spells.When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.Spellcasting.Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:Cantrips (at will): mage hand, restidigitation, ray of frost,shocking grasp1st level (4 slots): fog cloud, magic missile, shield, thunderwave2nd level (3 slots): invisibility, misty step, scorching ray3rd level (3 slots): counterspell, dispel magic, fireball

Bullywug Medium humanoid (bullywug), neutral evil 1/4 50 xp

Skills: Stealth +3

Senses: passive Perception 10

Languages: Bullywug

Challenge: 1/4 (50 xp)

Amphibious.The bullywug can breathe air and water.Speak with Frogs and Toads.The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.,,

Actions

Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:3 (1d4 + 1) bludgeoning damage.Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Or range 20/60 ft., one target.Hit:4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Captain Othelstan Medium Humanoid, lawful evil 5 1 xp

Armor class
19 (splint, shield)

Hit points
93 (11d10+33)

Speed
30 ft.

STR 19 (+4)

DEX 10 (0)

CON 16 (+3)

INT 13 (+1)

WIS 14 (+2)

CHA 12 (+1)

Save Throws: Str +7. Con +6

Skills: Athletics +7, Intimidation +4, Perception +5, Religion +4

Senses: passive Perception 15

Languages: Common, Draconic, Giant

Challenge: 5 (1 xp)

Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.Tiamat's Blessing of Retribution.When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.,

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

Skills: Deception +6, Insight +3

Condition Immunities: charmed

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Shapechanger.The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.Surprise Attack.If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.,,

Actions

Multiattack. The doppelganger makes two melee attacks.Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) bludgeoning damage.Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Dragonclaw medium Humanois, neutral evil 1 200 xp

Armor class
14 (leather armor)

Hit points
16 (3d8+3)

Speed
30 ft.

STR 9 (-1)

DEX 16 (+3)

CON 13 (+1)

INT 11 (0)

WIS 10 (0)

CHA 12 (+1)

Save Throws: Wis +2

Skills: Deception +5, Stealth +5

Senses: passive Perception 10

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragon Fanatic.The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.Fanatical Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.Pack Tactics.The dragonclaw has advantage on an attack roll against a creature if at least one of the Dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.

Ghoul Medium undead, chaotic evil 1 200 xp

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

,

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant Frog Medium beast, unaligned 1/4 50 xp

Armor class
11

Hit points
18 (4d8)

Speed
30 ft., swim 30 ft.

STR 12 (+1)

DEX 13 (+1)

CON 11 (0)

INT 2 (-4)

WIS 10 (0)

CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Amphibious.The frog can breathe air and water.Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.,

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Spider Large beast, unaligned 1 200 xp

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker.The spider ignores movement restrictions caused by webbing.,,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Web (Recharge 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

Armor class
15 (chain shirt)

Hit points
49 (9d8+9)

Speed
30 ft.

STR 16 (+3)

DEX 14 (+2)

CON 13 (+1)

INT 8 (-1)

WIS 11 (0)

CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Gnoll

Challenge: 2 (450 xp)

Rampage. When the gnoll reduces a creature to 0 hit pointswith a melee attack on its turn , the gnoll can take a bonusaction to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

Skills: Stealth +2

Damage Resistances: acid, cold, fire

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.Corrode Metal.Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative Ã¤Å¡Ã1 penalty to damage rolls.If its penalty drops to Ã¤Å¡Ã5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.,,

Actions

Pseudopod. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative Ã¤Å¡Ã1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Actions

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.,,

Actions

Multiattack.The hobgoblin makes two greatsword attacks.Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.Hit:9 (2d6 + 2) piercing damage.Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.Leadership (Recharges after a Short or Long Rest).For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

Armor class
18 (chain mail, shield)

Hit points
11 (2d8+2)

Speed
30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 10 (0)

WIS 10 (0)

CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.,

Kobold Small humanoid (kobold), lawful evil 1/8 25 xp

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,,

Kuo-toa Monitor Medium humanod (kuo-toa), neutral evil 1 200 xp

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks andsaving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

Actions

Multiattack. The kuo-toa makes one bite attack and twounarmed strikes.

Kuo-toa Whip Medium humanod (kuo-toa), neutral evil 1 200 xp

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks andsaving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Langdedrosa Cyanwrath medium Humanoid, lawful evil 4 1 xp

Armor class
17 (splint)

Hit points
57 (6d12+18)

Speed
30 ft.

STR 19 (+4)

DEX 13 (+1)

CON 16 (+3)

INT 10 (0)

WIS 14 (+2)

CHA 12 (+1)

Save Throws: Str +6, Con +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: lightning

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1 xp)

Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.,